Exit Stage Fight

A bard, a monk and a sorceress walk into a bar ...

Leveling up to 5

We're on the road to Viridian City!

13

MAY/16

Hi all,

Leveling up always takes forever and takes up valuable campaign time, so I’d be much obliged if you’d make these changes on your sheets :) I’ve got my handy-dandy physical Player’s Handbook here (you guys should grab one when you’re HARDKOREZ) and here’s what I’ve got.

Martial Arts

Ki Points

You gain additional Ki Points for a total of 5.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike

Starting at 5th level, you can interfere with the flow of ki in another creature’s body. When you hit another creature with a melee weapon or unarmed attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Errata

Flurry of Blows

The Player’s Handbook actually specifies that you should make separate attack and damage rolls for each unarmed strike. This also means when you crit, you only crit on the individual blow you critted on. Loooooool-rvyl.

Way of the Open Hand

The Open Hand Technique has prereqs:

“Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted to you by your Flurry of Blows, you can impose one of the following effects on a target:

* It must succeed on a Dexterity saving throw or be knocked prone.

* It must make a Strength saving throw. If it fails, you can push it 15 feet away from you.

Proficiency bonus

Spells

Features

Bardic Inspiration

Your 1d6 becomes a 1d8. But in case you forgot what this did (you never use it! even though it’s the flagship bard skill!!!!) here’s what it is:

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6 (now d8).

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. (So it adds a short rest bonus too … to this flagship bard skill that you never use ha ha ha ).

Errata

Spells

You know how you currently have 3 Cantrips, 4 1st-level spells, and 3 2nd-level spells, not including the 2 3rd-level spell slots you just got? Well … you actually shouldn’t. At 5th level, you only know 8 spells … you just have those slots open.

So you have 3 cantrip slots, 4 1st-level slots, 3 2nd-level slots, and 2 3rd-level slots … but you only know 8 spells to fill them with.

Spells

Features

Draconic Resilience

You should actually increase your hit point maximum by 1 every time you gain a level because of your dragon ancestors’ traits slowly emerging. So … you didn’t do that 4th level (since I forgot) so you should gain 2 hit points.

Font of Magic

We never really did explain this in detail, and I know you never use your sorcery points, so I’m going to just type it in here (appreciate me):

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

h4. Sorcery Points

You have 2 (now 5) sorcery points, and you gain more as you reach higher levels. You regain all spent sorcery points when you finish a long rest.

h4. Flexible Casting

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Converting spell slots to sorcery points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

Metamagic

Same with this one— you’re kind of handicapping yourself as a sorceress if you don’t use sorcery points :P I know it’s a lot to learn, but you only need two of these!!

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

h4. Careful spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charima modifier (a minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

h4. Distant spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

h4. Empowered spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

h4. Extended spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

h4. Heightened spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

h4. Quickened spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

h4. Subtle spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

h4. Twinned spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Errata

This is the same problem as Marjie. I’m just going to copy and paste with your stats inserted:

You know how you currently have 5 Cantrips, 4 1st-level spells, and 3 2nd-level spells, not including the 2 3rd-level spell slots you just got? Well … you actually shouldn’t. At 5th level, you only know 6 spells … you just have those slots open.

So you have 5 cantrip slots, 4 1st-level slots, 3 2nd-level slots, and 2 3rd-level slots … but you only know 6 spells to fill them with.

So … to fix this … select 6 spells from the list of sorcerer spells in this handbook. You can mix and match between spell levels as long as you only have 6 and as long as you have spell slots to fill them with (though with you, you can make new slots with sorcery points, so if you wanna just learn a high-level spell and keep those spell slots open, you can do that too).

Remember to check if a spell does extra stuff if you put it in a higher-level slot instead of the normal slot (some spells do that, like Magic Missile).